T5 reported doors/interiors visible through terrain hills and through
nearer buildings, always in aperture-shaped regions. Root cause, decomp-
settled: retail's DrawPortalPolyInternal (Ghidra 0x0059bc90) draws the
punch with DEPTHTEST_ALWAYS + per-vertex far-Z (0.99999899, maxZ1 bit0)
- it UNCONDITIONALLY stomps any occluder depth at aperture pixels.
Retail is safe only because its outdoor pass is painter's-ordered
far->near: anything nearer (hills, closer houses) draws AFTER the punch
and re-covers it. Our z-buffered MDI frame has no such global order
(one terrain pass + one shells pass), so the faithful GL-state port of
the punch was unsafe by construction - the far house's aperture punch
erased the near house's wall depth / the hill's depth, and the interior
+ door entities (dynamics drawn last) painted through.
Fix - the z-buffer-correct equivalent of the painter's-order guarantee:
punch only where the aperture polygon itself is VISIBLE.
PortalDepthMaskRenderer's punch path is now two passes:
A) stencil-mark: aperture fan at its (slightly biased) true depth,
depth LEQUAL, no depth write -> stencil=1 where the aperture wins
against everything drawn so far (terrain + all shells precede
DrawExitPortalMasks in the frame, so the buffer holds the real
occluders);
B) far-Z punch with depth ALWAYS, stencil-gated EQUAL 1, zeroing the
stencil as it goes (self-cleaning; no frame-level stencil state).
The mark bias (0.0005 NDC ~ 6 cm at 5 m) keeps #108's case covered:
terrain hugging the door plane still punches; a hill or another house
meters nearer no longer does. The SEAL path (interior roots) stays
retail-verbatim single-pass - it runs right after the gated full depth
clear, so there is nothing nearer to stomp.
Also: WindowOptions now requests 8 stencil bits explicitly (was the
GLFW platform default), and PortalDepthMaskRenderer's stale "RESERVED -
not wired" banner is corrected (T1 wired it via
DrawRetailPViewPortalDepthWrite).
Acceptance rides the focused post-T5 re-gate (downhill door check +
behind-house openings check + #108 cellar stays clean).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
277 lines
12 KiB
C#
277 lines
12 KiB
C#
using System;
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using System.Numerics;
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using Silk.NET.OpenGL;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// BR-2 (holistic building-render port): retail's invisible portal depth
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/// writes — the port of <c>D3DPolyRender::DrawPortalPolyInternal</c>
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/// (Ghidra 0x0059bc90, pc:424490).
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///
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/// <para><b>Wired by T1 (BR-3, `579c8b0`):</b> seal on interior roots, punch
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/// on outdoor / look-in roots, via <c>GameWindow.DrawRetailPViewPortalDepthWrite</c>
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/// (the <c>DrawExitPortalMasks</c> slice callback) — safe alongside the
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/// dynamics-drawn-LAST frame order (the first BR-2 attempt punched after
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/// dynamics and erased the player; reverted 88be519). #117 (2026-06-11)
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/// added the two-pass stencil depth gate on the punch side — see
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/// <see cref="DrawDepthFan"/>.</para>
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///
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/// <para>Retail projects a portal polygon, software-clips it against the
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/// installed portal view (<c>polyClipFinish</c>), and draws the survivor as a
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/// COLOR-INVISIBLE triangle fan with depth-test ALWAYS + depth-write ON:</para>
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/// <list type="bullet">
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/// <item><b>Seal</b> (retail <c>maxZ2=6</c>, bit0 clear, data 0x00820e14):
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/// z = the polygon's true projected depth. Drawn on portals leading OUTSIDE
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/// (<c>other_cell_id==0xFFFF</c>) after the landscape pass — terrain seen
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/// through a doorway keeps its pixels because farther interior geometry
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/// z-fails inside the aperture (PView::DrawCells loop 1, Ghidra 0x005a4840,
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/// pc:432783-432786).</item>
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/// <item><b>Punch</b> (retail <c>maxZ1=7</c>, bit0 set, data 0x00820e18):
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/// z forced to the far plane (0.99999988) — erases depth inside a building
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/// aperture so the interior cells drawn next land cleanly
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/// (ConstructView(CBldPortal) mode-1, pc:433827). BR-2 commit 2 wires this
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/// side.</item>
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/// </list>
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///
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/// <para>Where retail clips the polygon on the CPU against the view, we apply
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/// the SAME view region via <c>gl_ClipDistance</c> from the slice's clip-space
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/// half-planes (≤8, the validated <see cref="ClipPlaneSet"/> output) — the
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/// depth write lands only inside the slice region, matching retail's clipped
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/// fan.</para>
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///
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/// <para>Self-contained GL state (feedback_render_self_contained_gl_state):
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/// sets everything it depends on, restores the frame-global convention on
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/// exit, no early-outs between set and restore.</para>
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/// </summary>
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public sealed class PortalDepthMaskRenderer : IDisposable
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{
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private const string VertSrc = @"#version 430 core
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layout(location = 0) in vec3 aPos;
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uniform mat4 uViewProjection;
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uniform int uPlaneCount;
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uniform vec4 uPlanes[8];
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uniform int uForceFarZ;
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uniform float uDepthBias; // NDC bias toward the viewer (mark pass only)
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out float gl_ClipDistance[8];
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void main()
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{
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vec4 clipPos = uViewProjection * vec4(aPos, 1.0);
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for (int i = 0; i < 8; i++)
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gl_ClipDistance[i] = (i < uPlaneCount) ? dot(uPlanes[i], clipPos) : 1.0;
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if (uForceFarZ == 1)
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clipPos.z = clipPos.w * 0.99999988; // retail far-z punch constant (0x0059bc90 tail)
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else if (uDepthBias > 0.0)
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clipPos.z -= uDepthBias * clipPos.w; // #117 mark-pass bias (see DrawDepthFan)
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gl_Position = clipPos;
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}";
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private const string FragSrc = @"#version 430 core
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void main() { } // depth-only: color writes are masked off by the caller state
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";
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private readonly GL _gl;
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private readonly uint _program;
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private readonly uint _vao;
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private readonly uint _vbo;
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private readonly int _locViewProjection;
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private readonly int _locPlaneCount;
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private readonly int _locPlanes;
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private readonly int _locForceFarZ;
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private readonly int _locDepthBias;
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private const int MaxFanVerts = 32;
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private readonly float[] _scratch = new float[MaxFanVerts * 3];
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public PortalDepthMaskRenderer(GL gl)
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{
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_gl = gl ?? throw new ArgumentNullException(nameof(gl));
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uint vs = Compile(ShaderType.VertexShader, VertSrc);
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uint fs = Compile(ShaderType.FragmentShader, FragSrc);
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_program = _gl.CreateProgram();
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_gl.AttachShader(_program, vs);
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_gl.AttachShader(_program, fs);
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_gl.LinkProgram(_program);
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_gl.GetProgram(_program, ProgramPropertyARB.LinkStatus, out int linked);
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if (linked == 0)
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throw new InvalidOperationException($"PortalDepthMask link failed: {_gl.GetProgramInfoLog(_program)}");
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_gl.DeleteShader(vs);
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_gl.DeleteShader(fs);
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_locViewProjection = _gl.GetUniformLocation(_program, "uViewProjection");
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_locPlaneCount = _gl.GetUniformLocation(_program, "uPlaneCount");
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_locPlanes = _gl.GetUniformLocation(_program, "uPlanes");
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_locForceFarZ = _gl.GetUniformLocation(_program, "uForceFarZ");
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_locDepthBias = _gl.GetUniformLocation(_program, "uDepthBias");
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_vao = _gl.GenVertexArray();
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_vbo = _gl.GenBuffer();
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_gl.BindVertexArray(_vao);
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
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unsafe
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{
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_gl.BufferData(BufferTargetARB.ArrayBuffer,
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(nuint)(MaxFanVerts * 3 * sizeof(float)), null, BufferUsageARB.DynamicDraw);
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_gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 3 * sizeof(float), (void*)0);
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}
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_gl.EnableVertexAttribArray(0);
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_gl.BindVertexArray(0);
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
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}
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private uint Compile(ShaderType type, string src)
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{
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uint s = _gl.CreateShader(type);
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_gl.ShaderSource(s, src);
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_gl.CompileShader(s);
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_gl.GetShader(s, ShaderParameterName.CompileStatus, out int ok);
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if (ok == 0)
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throw new InvalidOperationException($"PortalDepthMask {type} compile failed: {_gl.GetShaderInfoLog(s)}");
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return s;
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}
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/// <summary>
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/// #117 (2026-06-11): the mark-pass depth bias, in NDC, toward the
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/// viewer. Retail's punch is DEPTHTEST_ALWAYS and is safe only because
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/// retail's outdoor pass is painter's-ordered far→near (anything nearer
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/// redraws AFTER the punch and re-covers it). Our z-buffered MDI frame
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/// has no such order, so an unconditional far-Z punch erased the depth
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/// of NEARER occluders (terrain hills, closer buildings) at aperture
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/// pixels — doors/interiors painted through them (the T5 #117 report).
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/// The z-buffer-correct equivalent: punch ONLY where the aperture
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/// polygon itself wins a depth test at its true depth (two-pass
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/// stencil below). The bias keeps the #108 case covered — terrain
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/// hugging the door plane (centimeters in front of the aperture) must
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/// still be punched; a hill or another house meters nearer must not.
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/// 0.0005 NDC ≈ 6 cm at 5 m / ≈ 1 m at 20 m with znear=0.1.
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/// </summary>
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private const float PunchMarkDepthBias = 0.0005f;
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/// <summary>
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/// Draw one portal polygon as an invisible depth write, clipped to the
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/// slice's clip-space half-planes. <paramref name="forceFarZ"/> selects
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/// punch (true, retail maxZ1) vs seal (false, retail maxZ2 true depth).
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///
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/// <para><b>Seal</b> (interior root): one pass, retail-verbatim —
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/// depth ALWAYS + true projected depth. It runs immediately after the
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/// gated full depth clear, so there is no nearer content to stomp.</para>
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///
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/// <para><b>Punch</b> (outdoor root / look-in): two passes (#117).
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/// Pass A marks stencil where the aperture fan passes a LEQUAL depth
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/// test at its (biased) true depth — i.e. where the aperture is
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/// actually visible against everything drawn so far. Pass B writes the
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/// far-Z punch with depth ALWAYS but stencil-gated to the marked
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/// pixels, and zeroes the stencil as it goes (self-cleaning). This is
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/// the z-buffered equivalent of retail's painter's-order safety.</para>
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/// </summary>
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public void DrawDepthFan(
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ReadOnlySpan<Vector3> worldVerts,
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in Matrix4x4 viewProjection,
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ReadOnlySpan<Vector4> planes,
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bool forceFarZ)
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{
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if (worldVerts.Length < 3)
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return;
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int n = Math.Min(worldVerts.Length, MaxFanVerts);
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int planeCount = Math.Min(planes.Length, 8);
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for (int i = 0; i < n; i++)
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{
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_scratch[i * 3 + 0] = worldVerts[i].X;
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_scratch[i * 3 + 1] = worldVerts[i].Y;
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_scratch[i * 3 + 2] = worldVerts[i].Z;
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}
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// ---- set state (everything this draw depends on) ----
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_gl.UseProgram(_program);
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_gl.Disable(EnableCap.Blend);
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_gl.Disable(EnableCap.CullFace); // portal fans face either way
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_gl.Disable(EnableCap.ScissorTest);
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_gl.Enable(EnableCap.DepthTest);
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_gl.ColorMask(false, false, false, false); // alpha-0 fan ≙ no color
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for (int i = 0; i < planeCount; i++)
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_gl.Enable(EnableCap.ClipDistance0 + i);
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unsafe
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{
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var m = viewProjection;
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_gl.UniformMatrix4(_locViewProjection, 1, false, (float*)&m);
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_gl.Uniform1(_locPlaneCount, planeCount);
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if (planeCount > 0)
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{
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Span<float> p = stackalloc float[planeCount * 4];
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for (int i = 0; i < planeCount; i++)
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{
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p[i * 4 + 0] = planes[i].X;
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p[i * 4 + 1] = planes[i].Y;
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p[i * 4 + 2] = planes[i].Z;
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p[i * 4 + 3] = planes[i].W;
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}
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fixed (float* pp = p)
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_gl.Uniform4(_locPlanes, (uint)planeCount, pp);
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}
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_gl.BindVertexArray(_vao);
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
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fixed (float* v = _scratch)
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_gl.BufferSubData(BufferTargetARB.ArrayBuffer, 0, (nuint)(n * 3 * sizeof(float)), v);
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if (!forceFarZ)
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{
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// ── SEAL: retail-verbatim single pass ──
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_gl.DepthFunc(DepthFunction.Always);
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_gl.DepthMask(true);
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_gl.Uniform1(_locForceFarZ, 0);
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_gl.Uniform1(_locDepthBias, 0f);
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_gl.DrawArrays(PrimitiveType.TriangleFan, 0, (uint)n);
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}
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else
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{
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// ── PUNCH pass A: stencil-mark visible aperture pixels ──
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_gl.Enable(EnableCap.StencilTest);
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_gl.StencilFunc(StencilFunction.Always, 1, 0xFF);
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_gl.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace);
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_gl.StencilMask(0xFF);
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_gl.DepthFunc(DepthFunction.Lequal);
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_gl.DepthMask(false);
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_gl.Uniform1(_locForceFarZ, 0);
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_gl.Uniform1(_locDepthBias, PunchMarkDepthBias);
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_gl.DrawArrays(PrimitiveType.TriangleFan, 0, (uint)n);
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// ── PUNCH pass B: far-Z write on marked pixels only;
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// zero the stencil as we go (self-cleaning) ──
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_gl.StencilFunc(StencilFunction.Equal, 1, 0xFF);
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_gl.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Zero);
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_gl.DepthFunc(DepthFunction.Always);
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_gl.DepthMask(true);
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_gl.Uniform1(_locForceFarZ, 1);
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_gl.Uniform1(_locDepthBias, 0f);
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_gl.DrawArrays(PrimitiveType.TriangleFan, 0, (uint)n);
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_gl.Disable(EnableCap.StencilTest);
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}
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_gl.BindVertexArray(0);
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
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}
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// ---- restore the frame-global convention ----
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for (int i = 0; i < planeCount; i++)
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_gl.Disable(EnableCap.ClipDistance0 + i);
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_gl.ColorMask(true, true, true, true);
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_gl.DepthMask(true);
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_gl.DepthFunc(DepthFunction.Less);
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_gl.Enable(EnableCap.CullFace);
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_gl.CullFace(TriangleFace.Back);
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_gl.FrontFace(FrontFaceDirection.CW);
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_gl.UseProgram(0);
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}
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public void Dispose()
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{
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_gl.DeleteProgram(_program);
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_gl.DeleteVertexArray(_vao);
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_gl.DeleteBuffer(_vbo);
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}
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}
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